Admiraal, W. (2015). A Role-Play Game to Facilitate the Development of Students’ Reflective Internet Skills. Educational Technology & Society, 18 (3), 301–308. A Role-Play Game to Facilitate the Development of Students’ Reflective Internet Skills Wilfried Admiraal Leiden University Graduate School of Teaching, Leiden University, Leiden, The Netherlands // w.f.admiraal@iclon.leidenuniv.nl (Submitted October 4, 2013; Revised May 27, 2014; Accepted November 18, 2014) ABSTRACT Although adolescents are currently the most frequent users of the Internet, many youngsters still have difficulties with a critical, reflective, and responsible use of the Internet. A study was carried out on teaching with a digital role-play game to increase students’ reflective Internet skills. In this game, students had to promote a fictional celebrity. The six game levels cumulated in complexity and scope, and students played different roles in each of them (e.g., manager, marketing manager, and journalist). In a one-group pre-test/posttest design, the implementation of the role-play game in four secondary school classes was evaluated using a questionnaire on students’ reflective Internet skills. On both pre-test and post-test, girls generally out-performed boys on reflective Internet skills. Repeated measures analyses showed that this gender difference was significantly reduced by teaching with the role-play game. Boys significantly increased their reflective Internet skills, but girls did not. Implications for teaching with this role-play game are presented along with indications how the role-play game could be redesigned to be effective for all students. Keywords Media literacy, Reflective internet skills, Role-play game, Secondary education, Gender differences Introduction Even though they are members of a digital generation, many youngsters are digitally illiterate because they still have great difficulties with critical, reflective, and responsible use of the Internet (e.g., van Deursen & van Diepen, 2013; Kuiper, Volman, & Terwel, 2005; Squire, Devane, & Durga, 2008; Walraven, Brand-Gruwel, & Boshuizen, 2009). Students need to develop their ability to determine the accuracy of online resources and the credibility of other users, to know their online audience and how to present themselves accordingly, and to understand social norms and online communication rules (cf. Litt, 2013). In the curricula of Dutch primary and secondary education, little attention is paid to the development of this kind of reflective Internet skills of students. Students have to develop these skills implicitly, during their free time or school time while completing school assignments. Teaching students these reflective Internet skills more explicitly might facilitate the development of these skills. In this paper, we present the results of an evaluation of teaching with a role-play game to promote students’ reflective Internet skills. Reflective internet skills With the rapid development of information and communication technologies and online communication technologies in particular, adolescents are currently the most frequent users of the Internet. They spend more time online than adults do, and they use the Internet more for social interaction. Although studies from the 1990s showed that adolescents’ online communication increased their online relationships with strangers (e.g., Nie, 2001), recent studies provide evidence that adolescents use the Internet more to maintain their existing friendships, become less concerned how others perceive them, and feel fewer inhibitions in disclosing intimate information (cf. Valkenburg & Peter, 2009). Obviously, when media use changes, its outcomes may change. Using the Internet for more and more intimate communication demands more and different Internet skills of the user. In a recent review of measurements of Internet skills, Litt (2013) concluded that most studies focused on information and technical skills and that more attention is needed to study communicative and socio-emotional skills, such as the ability to determine the credibility of other users, to know one’s online audience and how to present oneself accordingly, and to understand the social norms of sites and services. Various concepts have been used to describe these reflective Internet skills, of which media literacy is widely used in Dutch primary and secondary education. Buckingham, Banaji, Burn, Carr, Cranmer, & Willett (2005) defines media literacy as “the ability to access, ISSN 1436-4522 (online) and 1176-3647 (print). This article of the Journal of Educational Technology & Society is available under Creative Commons CC-BY-ND-NC 3.0 license (https://creativecommons.org/licenses/by-nc-nd/3.0/). For further queries, please contact Journal Editors at ets-editors@ifets.info. 301 understand and create communications in a variety of contexts” (p. 9). This definition implies that media-literate students know what information is available and how they can retrieve it; use and process information in a wide range of ways; make judgments about the authenticity, honesty, relevance, or accuracy of information; and create new products, and present, share and transfer information in suitable forms. The latter is also explored by Litt (2012) as the notion of an “imagined audience”— a person’s mental conceptualization of the people with whom he or she is communicating. Studies on Internet skills of secondary school students in the Netherlands (van Deursen & van Diepen, 2013; van Deursen, van Dijk, & Peters, 2011; Kuiper, Volman, & Terwel, 2009; Walraven et al., 2009) show that students possess technical skills to use the Internet, but that they have problems with, among other things, accurate search queries, critical evaluation of Internet sources, and awareness of their online audience. Many students appeared to be inconsistent, impulsive, and impatient Internet users. These findings align with conclusions about reflective Internet skills of secondary school students in other countries (e.g., Ba, Tally, & Tsikalas, 2002; Gui & Argentin, 2011; Kim & Lee, 2013). Apparently, frequently use of the Internet does not automatically increase a reflective use of the Internet. Adolescents need more guidance on how to use the Internet in a more reflective way, either in a schooling context or during pastime. More explicit attention for how to use the Internet in secondary schools might facilitate the development of reflective Internet skills of students. However, Internet skills are not a standard component of the Dutch curriculum of secondary schools and therefore few attempts are made in schools to improve them. These reflective Internet skills are not explicitly taught because teachers are not familiar with the concept of media literacy (Moore, 2002) or teaching reflective Internet skills does not fit easily in the school curriculum (Meabon Bartow, 2014; Walton & Archer, 2004). Teaching reflective Internet skills is not about shielding young people from the influence of the media but about enabling them to make informed decisions and to develop their understanding of and participation in the media that surrounds them (Buckingham et al., 2005; Buckingham, 2007). In teaching reflective Internet skills, students need to define their information needs, formulate questions and know how to locate, evaluate and use information from many online sources. Probert (2009) argued that they need to be aware also of issues relating to the ethical use of information, such as copyright and plagiarism. From earlier research (e.g., Coiro, 2003; Dalton & Proctor, 2008; Kuiper et al., 2009; Walraven et al., 2009), the following design principles can be derived to support teaching reflective Internet skills in secondary schools: (1) the use of authentic tasks (tasks that are related to students’ everyday life; (2) teaching with group discussions to overcome school practice in which students work quite isolated behind their computer and students’ tendency to view the Internet as offering ready-made facts and figures; and (3) support for teachers on how to connect with the Internet experiences of students. Internet games form one such authentic environment for students to practice and develop their reflective Internet skills. Teaching with games Teaching with games can form an effective learning environment for teaching reflective Internet skills. Literature reviews on game-based learning showed both short-term and long-term cognitive effects for students (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012; Perrotta, Featherstone, Aston, & Houghton, 2013; Wouters, van Nimwegen, van Oostendorp, & van der Spek, 2013; Wouters & van Oostendorp, 2013). In a meta-analysis on the role of instructional support in game-based learning, Wouters and van Oostendorp (2013) analyzed findings of 29 studies on effects of game-based learning on knowledge and cognitive skills. These authors distinguished various types of instructional support of games which were found to be effective in terms of increasing knowledge and cognitive skills: (1) games in which ideas, characters, topics, and messages could be personalized (2) games with oral instead of written explanations and (3) games with corrective feedback, modeling problem-solving processes and stimulating students’ reflection and collaborative work. Neither narrative elements nor the interactivity of a game were sufficient to explain differences in students’ knowledge gain and growth of cognitive skills. Recently, three review studies were published on the use of games in teaching and learning. Firstly, Wu, Hsiao, Wu, Lin, and Huang (2012) published a meta-analysis of studies on game-based learning from the period 1971–2009. The focus of their analysis of the 91 selected studies was how the studies on game-based learning were explicitly informed by learning theories. One of their conclusions is that only a few studies were informed by learning theories 302 and the ones that were based their learning principles underlying teaching with games on constructivist ideas and experiential learning theory. The latter finding aligns with the types of instructional support that Wouters and van Oostendorp (2013) found triggered cognitive effects of game-based learning. Secondly, Connolly et al. (2012) reviewed literature on teaching and learning with either serious digital games or digital games for entertainment. They examined 129 studies, from the period 2004–2008, distinguishing different gamegenres. Simulations and puzzle games were mostly used for learning, and action games, role-play games, and generic games were mostly used for entertainment. Relatively few papers in the review were classified as serious games (games used for education). Thirdly, Wouters et al. (2013) conducted a meta-analysis of cognitive and motivational effects of digital serious games, with an extensive overlap of studies from the meta-analysis on instructional support by Wouters and van Oostendorp (2013). Although the period they studied covered 1990–2012, most studies were published more recently (2007–2012). On the basis of 39 studies, the authors conclude that the use of serious games was effective in terms of learning (knowledge and cognitive skills) and retention, but it was not more motivating. These effects were found to be stronger when the game was used in multiple sessions rather than in one, when it was played in group rather than individually, and when it was supported by other instructional methods that preferably mixed active and passive learning. The literature mentioned above suggests that teaching with games has the potential to increase students’ knowledge and improve their learning activities. Particularly, the meta-analysis of Wouters and van Oostendorp (2013) recommend that the use of games be accompanied by instructional support and a variety of pedagogical activities. However, the use of games in teaching might not be equally effective for all students, depending on their learning and technology preference. Although differences between boys and girls in time spent playing games seem to decrease (Homer, Hayward, Frye, & Plass, 2012), digital game-playing has emerged as a predominately male pastime (cf. Bryce & Rutter, 2003). Boys not only spend more time playing games than girls, they also prefer to play different kinds of games. Boys tend to prefer action games (first-person shooters, fighting, and sports games), while girls show a preference for playing simulations (virtual-world and virtual-life games) and puzzle games. No gender differences are found with most other genres, such as role-play games and adventure games (Bonanno & Kommers, 2005; Hamlen, 2011; Homer et al., 2012). These differences in preferences for games and gaming between boys and girls seem to be related to a different motivation to play games. Boys tend to be more motivated to outdo other players (performance-only or performance combined with mastery-achievement goals), while girls are less motivated by such goals. Gender is strongly correlated with gaming frequency: very few girls were frequent gamers and few boys were non-gamers (Heeter, Lee, Medler, & Magerko, 2011). Therefore, findings on gender differences in effects of teaching with games are mixed and depend on game genre and the way it is used in class (Bonanno & Kommers, 2005; Hamlen, 2011; Homer et al., 2012). A study will be reported on the evaluation of teaching with a role-play game to promote reflective Internet skills of lower grades secondary school students. In this study, competition between pairs was a major game activity in teaching with the role-play game. Therefore, two hypotheses were formulated about the effects of the use of the roleplay game: • Teaching with the role-play game increases students’ reflective Internet skills • Boys increase their reflective Internet skills more than girls A role-play game on reflective internet skills A digital role-play game (SplitsZ!) was set up to develop students’ reflective Internet skills. An online workspace was used, similar to Habbo Hotel (http://www.habbo.com/). The mission of the game was to promote a fictional celebrity using towers with billboards and monitors (see Figure 1 for a screenshot of one of the towers). Each tower was owned by a small group of students (pairs or triads created by the teacher to be mixed-gender groups) who constructed their towers with clips, images, slogans, other textual sources. In each of the six levels, these pairs of students played different roles (e.g., manager, marketing manager, and journalist), which were represented by 303 avatars. The more popular a celebrity was, the higher the popularity scores of that group. Students were not required to play the game at home or work on debates and reflections outside the lessons. Figure 1. Screenshot of one of the towers in SplitsZ! Lesson series The intervention included a series of 12 to 18 lessons (in six to eight weeks) in which the six levels of the game were played. The assignments in each level were prepared by the teacher and completed by students in class. Each level was played within one lesson. In the next one or two lessons, students reflected on the assignments of the particular game level, and the teacher organized a class debate. After the teachers briefly introduced the purpose of the game, assignments, and game activities, students played the game in pairs or triads, which were created by the teachers. The role of the teachers was limited to a general introduction, supporting students with technical problems and elaborating on what the requirements of the assignments were. All content was included in the game, polls, and game assignments. Game levels The six levels of the game increased in complexity and scope. In level 1, students started to develop a celebrity profile (layout, character, and characteristics) and completed assignments on the influence of online media on how a person is perceived. In level 2, students had to decide how to introduce their celebrity in the virtual world and completed assignments on online branding, advertising, and social networking. Students used Hyves to promote their celebrity. In level 3, students took the role of a media reporter in order to evaluate the celebrities of other students in 304 public and completed assignments on hypes, trends, privacy, and serious editing. In level 4, students produced a celebrity performance (clips, slideshow, etc.) and reflected on famous performances and advertisements. In level 5, students reworked the media campaign of level 2 in order to generate hype around their celebrity. Finally, in level 6, students took the role of journalist and wrote in pairs or triads a critical review about one of the campaigns of their peers, which were set up in level 5. Assignments The game assignments and polls aimed to trigger the students’ awareness of how to present themselves and others online, how to assess online sources critically, and what the influence of the Internet can be on their behavior and on society. Completed assignments were included in a web journal, which students presented at the end of each level (third lesson). Teachers used 20–24 polls (four per level) to test students’ reflective Internet skills. These polls asked students whether they did or did not agree with several statements about a particular media campaign, Internet photo series, or some Internet gossip. Examples of polls are about a photo series of Sarkozy (“what has been photo shopped?”), paintings of Napoleon (“which painting was commissioned by Napoleon?”) or a gossip about a Dutch politician. All polls started with an instruction on what kind of reflective skills were expected. Most students split up roles and activities instead of collaboratively working on the assignments and polls. Methods Designs Using a one-group pre-test/post-test design, we collected additional quantitative data of one class from four secondary schools in the Western part of the Netherlands (with 80 Grade 7 students (of whom 59% were female). These students played in gender-mixed pairs or triads that were determined by the individual school teachers. The data of one boy was removed after outlier analyses. Data Students’ self-assessment of their reflective Internet skills was measured with a 15-item questionnaire indicating behavior about and attitude towards consciously downloading information (images, clips, and text) from the Internet (seven items, Cronbach’s α = 0.71) and uploading information on the Internet (eight items, Cronbach’s α = 0.73). This questionnaire was developed specifically for this study and was based on the concept of digital judgment and the ability to acquire, process, and produce digital information (Hatlevik & Christophersen, 2013). Most items were formulated in statements and students had to indicate how applicable the statements were on their own situation (1 = not at all to 5 = to a large extent). An example item for downloading information is “I check the accuracy of Internet sources I use for homework assignments” and for uploading information: “I think carefully about who sees my profile on the Internet.” The students also reported their daily use of technology, such as social software, communication software, games, and virtual worlds (all items on a five-point scale with 1 = low frequency and 5 = high frequency), as well as their gender and age. Analyses In order to examine the effects on students’ reflective skills, repeated measures analyses were used with the pre- and post-test scores on both indicators of reflective Internet skills as within-subjects variables and gender as betweensubjects factor. In subsequent analyses, students’ age and technology use were added as covariates. Analyses were performed on student level as pairs and triads were all mixed-gender groups and students were allowed to switch groups. As the hypotheses were one-sided, a significance level of α = .10 was used. 305 Results The results of the repeated measures analyses are summarized in Table 1. For reflective Internet skills, in terms of consciously downloading information from the Internet, we found a significant effect of time and of time by gender. Students generally scored higher on the post-test than on the pre-test (F(1,67) = 3.28; p = .075; η2 = .05), with an interaction effect for gender (F(1,67) = 3.82; p = .055; η2 = .05). Boys (t(29) = −2.07; p = 0.05) and not girls (t(38) = 0.14; p = 0.89) showed a small increase in their scores on consciously downloading information. We found a similar, yet stronger, outcome with consciously uploading information to the Internet. Students had increased significantly at the post-test (F(1,67) = 6.79; p = .011; η2 = .09), with an interaction effect for gender (F(1,67) = 5.04; p = .028; η2 = .07). Boys increased their scores significantly (t(29) = −2.90; p = 0.01), and girls did not, staying at their high level of the pre-test (t(38) = −0.30; p = 0.76). Table 1. Repeated measures analyses with gender for downloading and uploading online information Pre-test Post-test Mean SD Mean SD Downloading information Boys 3.10 1.04 3.45 0.72 Girls 3.86 0.66 3.84 0.75 All 3.53 0.92 3.67 0.76 Uploading information Boys 2.36 0.69 2.82 0.77 Girls 3.25 0.72 3.28 0.78 All 2.86 0.83 3.08 0.80 N 30 39 69 30 39 69 After controlling for students’ ages and their daily use of technology, both interaction effects with gender were somewhat stronger (with η2 = .08 for downloading information and η2 = .11 for uploading information). So, we found a medium-sized positive effect of game-based learning on reflective Internet skills of boys. The differences between boys and girls in downloading and uploading information from the Internet are significant, even at the post-test (t(1,67) = 2.20; p = .02 for downloading and (t(1,67) = 2.20; p = .02 for uploading information). This means that, although we found an effect of the role-play game on reflective skills of boys, boys still scored significantly lower than girls after the game was played. Discussion and conclusion A significant gender effect was found of the digital role-play game, which meant that boys, and not girls, increased their reflective Internet skills, as indicated by their awareness of Internet use for both downloading information from and uploading information to the Internet. However, even after playing the game, boys still scored significantly lower on both measures than girls. An implication of this study might be to play the role-play game individually in class and in pairs or small groups outside class. Although playing in pairs was meant to trigger discussion and interaction behind the computer, students split up tasks and activities instead. The role-play is designed to be played with collaboration and competition as a part of the game, not in front of the computer. This would also imply that the game can be (partly) played at home, which would also offer better possibilities for including parents in game activities and in the communication about the game. Parent tutoring appeared to be a fruitful way to create additional learning opportunities for children (Daly III & Kupzyk, 2012; Erion, 2006). Most technology issues (e.g., slow-moving avatars, limited server space, and unclear error messages) were solved in the next release of the game. We still need to make the game more gender-inclusive. Although the competitive part, which is understood to attract boys more than girls, was not fully implemented because most students did not find parts of the software on how they could increase their popularity scores, boys increased their reflective skills more than girls did. In an earlier study on a secret trail game (Admiraal, Huizenga, Akkerman, & ten Dam, 2011), we found that competitive game activities positively mediated the learning outcomes for boys and, to a lesser extent, for girls. However, in contrast to the current study, both boys and girls showed positive learning outcomes. This might 306 be caused by the fact that other game activities (i.e., collecting data and navigating through the game) mediated gender effects on learning outcomes as well. The findings of the literature on gender-inclusive design of games (e.g., Dickey, 2006; Kafai, 1994; van Eck, 2006) can provide insight into how to design a gender-inclusive game, although a teacher can reinforce or weaken gender-inclusiveness by stimulating, adding, or deleting particular game activities. Games do not teach students. What is important is how games are used in class. Keeping in mind that our conclusions on gender differences in game-based learning were limited because they were based on the investigation of a particular educational game, we would like to close with implications for game-based learning and gender-inclusive game design. In line with the viewpoint of Gansmo (2009) about a gender-inclusive use of technology in education, we would advocate to see game-based learning as a variety of technologies and approaches. 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